예제 #1
0
파일: g_reaction.c 프로젝트: kevlund/ufoai
/**
 * @brief Resolve the reaction fire for an entity, this checks that the entity can fire and then takes the shot
 * @param[in] ent The entity to resolve reaction fire for
 * @return true if the entity fired (or would have fired if mock), false otherwise
 */
static qboolean G_ReactionFireTryToShoot (edict_t *ent)
{
	qboolean tookShot;

	/* check whether this ent has a reaction fire queued */
	assert(ent->reactionTarget);

	/* ent can't take a reaction shot if it's not possible - and check that
	 * the target is still alive */
	if (!G_ReactionFireIsPossible(ent, ent->reactionTarget)) {
		ent->reactionTarget = NULL;
		return qfalse;
	}

	/* take the shot */
	tookShot = G_ReactionFireShoot(G_PLAYER_FROM_ENT(ent), ent, ent->reactionTarget->pos, ST_RIGHT_REACTION, ent->chr.RFmode.fmIdx);

	if (tookShot) {
		/* clear any shakenness */
		G_RemoveShaken(ent);

		/* check whether further reaction fire is possible */
		if (G_ReactionFireIsPossible(ent, ent->reactionTarget)){
			/* see how quickly ent can fire (if it can fire at all) */
			const int tus = G_ReactionFireGetTUsForItem(ent, ent->reactionTarget, RIGHT(ent));
			if (tus >= 0) {
				/* An enemy getting reaction shot gets more time before
				 * reaction fire is repeated. */
				ent->reactionTUs = max(0, ent->reactionTarget->TU - tus);
			}
		}
	}

	return tookShot;
}
예제 #2
0
파일: g_reaction.c 프로젝트: kevlund/ufoai
/**
 * @brief Check whether 'target' has just triggered any new reaction fire
 * @param[in] target The entity triggering fire
 * @sa G_CanReactionFire
 * @sa G_GetFiringTUs
 */
static void G_ReactionFireSearchTarget (const edict_t *target)
{
	edict_t *ent = NULL;

	/* check all possible shooters */
	while ((ent = G_EdictsGetNextLivingActor(ent))) {
		int tus;

		/* not if ent has reaction target already */
		if (ent->reactionTarget)
			continue;

		/* check whether reaction fire is possible */
		if (!G_ReactionFireIsPossible(ent, target))
			continue;

		/* see how quickly ent can fire (if it can fire at all) */
		tus = G_ReactionFireGetTUsForItem(ent, target, RIGHT(ent));
		if (tus < 0)
			continue;

		/* queue a reaction fire to take place */
		ent->reactionTarget = target;
		/* An enemy entering the line of fire of a soldier on reaction
		 * fire should have the opportunity to spend time equal to the
		 * sum of these values. */
		ent->reactionTUs = max(0, target->TU - (tus / 4.0));
		ent->reactionNoDraw = qfalse;
	}
}
예제 #3
0
/**
 * @brief Check whether 'target' has just triggered any new reaction fire
 * @param[in] target The entity triggering fire
 */
static void G_ReactionFireTargetsUpdateAll (const edict_t *target)
{
	edict_t *shooter = NULL;

	/* check all possible shooters */
	while ((shooter = G_EdictsGetNextLivingActor(shooter))) {
		/* check whether reaction fire is possible (friend/foe, LoS */
		if (G_ReactionFireIsPossible(shooter, target)) {
			const int TUs = G_ReactionFireGetTUsForItem(shooter, target, RIGHT(shooter));
			if (TUs < 0)
				continue;	/* no suitable weapon */
			G_ReactionFireTargetsAdd(shooter, target, TUs);
		} else {
			G_ReactionFireTargetsRemove(shooter, target);
		}
	}
}
예제 #4
0
/**
 * @brief Resolve the reaction fire for an entity, this checks that the entity can fire and then takes the shot
 * @param[in] shooter The entity to resolve reaction fire for
 * @param[in] target The victim of the reaction fire
 * @return true if the entity fired (or would have fired if mock), false otherwise
 */
static bool G_ReactionFireTryToShoot (Edict *shooter, const Edict *target)
{
	/* check for valid target */
	assert(target);

	/* shooter can't take a reaction shot if it's not possible - and check that
	 * the target is still alive */
	if (!G_ReactionFireIsPossible(shooter, target)) {
		rft.remove(shooter, target);
		return false;
	}

	/* take the shot */
	const bool tookShot = G_ReactionFireShoot(shooter, target->pos, ST_RIGHT_REACTION, shooter->chr.RFmode.getFmIdx());

	if (tookShot) {
		/* clear any shakenness */
		G_RemoveShaken(shooter);
	}

	return tookShot;
}
예제 #5
0
/**
 * @brief Resolve the reaction fire for an entity, this checks that the entity can fire and then takes the shot
 * @param[in] shooter The entity to resolve reaction fire for
 * @param[in] target The victim of the reaction fire
 * @return true if the entity fired (or would have fired if mock), false otherwise
 */
static bool G_ReactionFireTryToShoot (edict_t *shooter, const edict_t *target)
{
	bool tookShot;

	/* check for valid target */
	assert(target);

	/* shooter can't take a reaction shot if it's not possible - and check that
	 * the target is still alive */
	if (!G_ReactionFireIsPossible(shooter, target)) {
		G_ReactionFireTargetsRemove(shooter, target);
		return false;
	}

	/* take the shot */
	tookShot = G_ReactionFireShoot(G_PLAYER_FROM_ENT(shooter), shooter, target->pos, ST_RIGHT_REACTION, shooter->chr.RFmode.fmIdx);

	if (tookShot) {
		/* clear any shakenness */
		G_RemoveShaken(shooter);
	}

	return tookShot;
}